zx-kit 0.22.0 → 0.23.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -31,6 +31,7 @@ The goal is simple: **it should look and sound like a Spectrum, but run like a m
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  - **Keyboard input** — configurable key-repeat, single-consume action flags, instant state reset on phase transitions
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  - **ZX-style UI widgets** — progress bars with managed lifetime, boxes, frames, panel titles
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  - **Typed save / load** — persistent saves via `localStorage` with schema versioning, migrations, slot enumeration, in-memory throttling, and discriminated Result types for every failure mode
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+ - **Runtime locale switching** — type-safe string-pack selection via `pickLocale()`, so a game can switch language while running — unimaginable on the original Spectrum, natural in the browser
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  - **Zero dependencies** — only Web platform APIs: `Canvas`, `Web Audio`, `KeyboardEvent`
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  - **Tree-shakeable** — `sideEffects: false`, so unused modules are dropped from your production bundle
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  - **TypeScript-first** — strict mode, full `.d.ts` declarations, no `any`
@@ -547,6 +548,7 @@ requestAnimationFrame(loop)
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  | [`tilemap.ts`](#tilemapts--tile-map-engine) | Scrollable maps, solid tiles, O(1) id-index, background swap |
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  | [`palette.ts`](#palettets--color-constants) | 15 Spectrum colors, `SpectrumColor` type, `CELL`, `SCALE` |
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  | [`font.ts`](#fontts--rom-bitmap-font) | 96-character ROM font, raw bitmap access |
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+ | [`i18n.ts`](#i18nts--runtime-locale-selection) | Type-safe runtime locale selection for translated string packs |
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  ---
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@@ -902,6 +904,36 @@ curveDisplay(ctx) // default strength
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  curveDisplay(ctx, 256, 208, 6) // stronger warp
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  ```
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+ ### `createBitmapFromRows(rows): Bitmap`
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+
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+ Builds an arbitrary-size `Bitmap` from readable pixel-art rows instead of
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+ hand-packed bytes. This is useful for sprites larger than 8x8 where hex arrays
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+ become hard to review.
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+
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+ - `X` or `#` = solid pixel
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+ - `.` or space = transparent pixel
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+ - every row must have the same width
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+ - width must be a positive multiple of 8
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+
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+ ```ts
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+ const TRUCK = createBitmapFromRows([
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+ '....XXXXXXXX....',
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+ '..XXXXXXXXXXXX..',
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+ '.XXXX......XXXX.',
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+ 'XXXXXXXXXXXXXXXX',
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+ 'XX..XXXXXXXX..XX',
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+ 'XX............XX',
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+ '..XXX......XXX..',
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+ '................',
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+ ])
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+
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+ drawBitmap(ctx, TRUCK, x, y, C.B_WHITE)
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+ ```
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+
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+ The returned object is the same `Bitmap` shape produced by `createBitmap()`, so
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+ it works with `drawBitmap`, `drawBitmapAttrs`, `mirrorBitmap`, and collision
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+ helpers such as `bitmapPixelMask`.
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+
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  ---
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  ## `audio.ts` — Beeper Audio
@@ -1637,6 +1669,8 @@ When `groundContact` is 0, a circle-shaped hero hanging over a tile edge won't t
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  | Bullet vs. irregular boss sprite | `masksOverlap` — pixel-precise, returns overlap count for damage |
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  | Off-road detection for a truck with a bumpy silhouette | `pixelSolidCount` / custom mask loop — checks each opaque pixel against road boundary |
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+ For a step-by-step walkthrough of both tiers — including how to combine AABB and pixel-precise in one loop and how to handle non-tile boundaries — see **[docs/collision.md](docs/collision.md)**.
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+
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  ---
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  ## `animation.ts` — Frame Timer & Tween
@@ -2192,6 +2226,57 @@ for (let row = 0; row < 8; row++) {
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  ---
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+ ## `i18n.ts` — Runtime Locale Selection
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+
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+ A tiny helper for choosing a translated string pack at runtime. The original ZX Spectrum could not realistically swap whole languages while a game was running; zx-kit keeps the Spectrum presentation, but lets browser games offer modern language switching without a framework or dependency.
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+
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+ ### `pickLocale(defaultLocale, locales, code): T`
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+
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+ Selects a locale object by language code and falls back to the default locale when the code is missing, empty, or unknown. Matching is case-insensitive.
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+
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+ ```ts
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+ import { pickLocale } from 'zx-kit'
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+ import * as en from './strings'
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+ import * as sk from './strings.sk'
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+ import * as ru from './strings.ru'
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+
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+ let languageCode = localStorage.getItem('language') // e.g. 'sk'
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+ let L = pickLocale(en, { sk, ru }, languageCode)
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+
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+ drawText(ctx, L.STR_PRESS_START, 32, 88, C.B_WHITE, C.BLACK)
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+
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+ function setLanguage(code: string): void {
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+ languageCode = code
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+ localStorage.setItem('language', code)
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+ L = pickLocale(en, { sk, ru }, languageCode)
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+ }
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+ ```
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+
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+ Every locale must have the same shape as the default locale. Because `pickLocale` is generic over that shape, missing keys and wrong function signatures are caught by TypeScript:
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+
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+ ```ts
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+ // strings.ts
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+ export const STR_PRESS_START = 'PRESS START'
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+ export const STR_DEPTH = (m: number) => `D:${m}M`
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+
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+ // strings.sk.ts
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+ export const STR_PRESS_START = 'STLAC START'
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+ export const STR_DEPTH = (m: number) => `H:${m}M`
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+ ```
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+
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+ Selection rules:
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+
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+ | Code | Result |
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+ |------|--------|
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+ | `null`, `undefined`, `''` | `defaultLocale` |
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+ | `'sk'`, `'SK'`, `'Sk'` | `locales.sk` |
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+ | unknown code | `defaultLocale` |
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+ | `'en'` when `en` is not in `locales` | `defaultLocale` |
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+
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+ The default language does not need its own `strings.en.ts` file. Keep the source language at `strings.ts`, put only additional translations in the locale map, and call `pickLocale` again whenever the player changes language.
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+
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+ ---
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+
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  ## Architecture
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  ### Module structure
@@ -2205,9 +2290,8 @@ zx-kit/
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  │ ├── index.ts # barrel — re-exports everything
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  │ ├── palette.ts # SCALE, CELL, C, SpectrumColor
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  │ ├── font.ts # FONT, getCharRow
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- │ ├── renderer.ts # setupCanvas, mirrorSprite, drawSprite, drawChar,
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- │ │ # drawText, drawTextCentered, flashBorder,
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- │ │ # drawScanlines, curveDisplay
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+ │ ├── renderer.ts # canvas setup, 8×8 sprites, arbitrary-size Bitmap,
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+ │ │ # AttrMap colour attributes, text, scanlines, border flash
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  │ ├── audio.ts # initAudio, resumeAudio, beep, playPattern,
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  │ │ # getAudioContext, getMasterGain,
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  │ │ # getMasterVolume, setMasterVolume,
@@ -2218,15 +2302,16 @@ zx-kit/
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  │ │ # consumePause, consumeDebug, consumeAnyKey,
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  │ │ # isHeld, resetInput, Direction
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  │ ├── ui.ts # drawBox, drawFrame, drawPanelTitle,
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- │ │ # drawProgressBar, tickUI, renderUI, resetUI,
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- │ │ # BorderOptions, DrawProgressBarOptions
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+ │ │ # instrumentation widgets, progress bars
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  │ ├── tilemap.ts # createTileMap, Tile, Viewport, TileMap
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  │ ├── sprite.ts # createSprite, moveSprite, applyGravity,
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  │ │ # renderSprite, Sprite
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- └── collision.ts # spriteRect, bitmapRect, rectsOverlap, spritesOverlap,
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- # isSolidAt, resolveRectX, resolveRectY, resolveX, resolveY,
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- # bitmapPixelMask, masksOverlap, pixelSolidCount,
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- # Rect, PixelMask
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+ ├── collision.ts # AABB, rect-vs-tile, pixel-precise masks
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+ ├── animation.ts # frame timers, tweens, blinkers
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+ ├── camera.ts # scrolling viewport, lerp, deadzone, bounds
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+ ├── scene.ts # stack-based scene manager
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+ │ ├── save.ts # typed localStorage save/load with migrations
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+ │ └── i18n.ts # pickLocale runtime locale selection
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  └── dist/ # compiled output (npm run build)
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  ├── index.js
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  ├── index.d.ts
@@ -0,0 +1,25 @@
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+ /**
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+ * Pixel-perfect collision — visual ground truth test.
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+ *
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+ * Two bitmaps: 8×8 px each, but only a 2×2 px region is lit
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+ * (rows 0–1, cols 0–1). The effective sprite shape is 2×2 — a size that
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+ * is intentionally NOT a multiple of the ZX tile size (8 px).
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+ *
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+ * col: 01234567
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+ * row 0: ██...... (0xC0)
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+ * row 1: ██...... (0xC0)
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+ * rows 2–7: empty
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+ *
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+ * Ground truth: a brute-force Set-of-pixel-coords intersection.
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+ * Both sprites are projected to absolute (x,y) coordinates, all lit pixels
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+ * are collected into a flat Set, and any shared coordinate counts as overlap.
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+ * No formulas, no assumptions — just "which pixels are painted and do any
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+ * coordinates match?"
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+ *
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+ * Every assertion compares masksOverlap against this ground truth, sweeping
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+ * sprite B toward sprite A one pixel at a time in all four directions and
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+ * diagonally. A separate block shows that AABB (8×8 bounding-box) fires
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+ * 6 pixels earlier than pixel-perfect — the gap the ground truth exposes.
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+ */
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+ export {};
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+ //# sourceMappingURL=collision.test.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"collision.test.d.ts","sourceRoot":"","sources":["../../src/__tests__/collision.test.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG"}
@@ -0,0 +1,198 @@
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+ /**
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+ * Pixel-perfect collision — visual ground truth test.
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+ *
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+ * Two bitmaps: 8×8 px each, but only a 2×2 px region is lit
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+ * (rows 0–1, cols 0–1). The effective sprite shape is 2×2 — a size that
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+ * is intentionally NOT a multiple of the ZX tile size (8 px).
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+ *
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+ * col: 01234567
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+ * row 0: ██...... (0xC0)
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+ * row 1: ██...... (0xC0)
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+ * rows 2–7: empty
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+ *
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+ * Ground truth: a brute-force Set-of-pixel-coords intersection.
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+ * Both sprites are projected to absolute (x,y) coordinates, all lit pixels
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+ * are collected into a flat Set, and any shared coordinate counts as overlap.
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+ * No formulas, no assumptions — just "which pixels are painted and do any
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+ * coordinates match?"
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+ *
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+ * Every assertion compares masksOverlap against this ground truth, sweeping
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+ * sprite B toward sprite A one pixel at a time in all four directions and
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+ * diagonally. A separate block shows that AABB (8×8 bounding-box) fires
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+ * 6 pixels earlier than pixel-perfect — the gap the ground truth exposes.
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+ */
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+ import { describe, it, expect } from 'vitest';
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+ import { bitmapPixelMask, masksOverlap, rectsOverlap } from '../collision.js';
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+ import { createBitmap } from '../renderer.js';
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+ // ── Fixture ───────────────────────────────────────────────────────────────────
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+ // width=8 (minimum for Bitmap: 1 byte per row). height=8.
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+ // Lit region: rows 0–1, cols 0–1. All other bytes 0x00.
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+ const BMP = createBitmap(new Uint8Array([
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+ 0xC0, // row 0: bits 7,6 set → cols 0,1
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+ 0xC0, // row 1: bits 7,6 set → cols 0,1
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+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // rows 2–7: empty
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+ ]), 8, 8);
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+ const MASK = bitmapPixelMask(BMP);
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+ // ── Brute-force ground truth ──────────────────────────────────────────────────
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+ // Project every lit pixel of a mask to world (x,y). Put them in a Set.
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+ // Check if any pixel of B appears in the Set of A. Completely explicit —
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+ // no clever algorithm, just coordinate comparison.
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+ function litPixels(mask, ox, oy) {
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+ const s = new Set();
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+ for (let row = 0; row < mask.height; row++) {
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+ for (const col of mask.rows[row]) {
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+ s.add(`${ox + col},${oy + row}`);
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+ }
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+ }
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+ return s;
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+ }
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+ function bruteForce(maskA, ax, ay, maskB, bx, by) {
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+ const setA = litPixels(maskA, ax, ay);
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+ for (let row = 0; row < maskB.height; row++) {
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+ for (const col of maskB.rows[row]) {
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+ if (setA.has(`${bx + col},${by + row}`))
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+ return true;
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+ }
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+ }
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+ return false;
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+ }
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+ // ─────────────────────────────────────────────────────────────────────────────
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+ describe('masksOverlap — 2×2 lit region, visual ground truth', () => {
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+ // ── Sanity-check the mask ─────────────────────────────────────────────────
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+ describe('mask shape', () => {
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+ it('has exactly 4 lit pixels (the 2×2 region)', () => {
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+ expect(MASK.totalPixels).toBe(4);
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+ });
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+ it('rows 0–1 contain columns [0, 1]; rows 2–7 are empty', () => {
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+ expect(MASK.rows[0]).toEqual([0, 1]);
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+ expect(MASK.rows[1]).toEqual([0, 1]);
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+ for (let r = 2; r < MASK.height; r++) {
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+ expect(MASK.rows[r]).toEqual([]);
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+ }
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+ });
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+ });
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+ // ── Horizontal sweep ──────────────────────────────────────────────────────
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+ // A is fixed at (20,20). B sweeps from right (x=30) to left (x=17), same y.
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+ // A's lit pixels: x∈[20,21], y∈[20,21].
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+ // First contact: bx=21 — B column 0 (x=21) meets A column 1 (x=21).
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+ // AABB first contact: bx=27 — 8×8 boxes share one column. Gap = 6 px.
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+ describe('horizontal sweep: B approaches A from the right', () => {
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+ const AX = 20, AY = 20;
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+ it('masksOverlap matches brute-force at every pixel step', () => {
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+ for (let bx = AX + 10; bx >= AX - 3; bx--) {
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+ const expected = bruteForce(MASK, AX, AY, MASK, bx, AY);
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+ const actual = masksOverlap(MASK, AX, AY, MASK, bx, AY) > 0;
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+ if (actual !== expected) {
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+ throw new Error(`bx=${bx}: masksOverlap=${actual} but brute-force says ${expected}`);
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+ }
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+ }
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+ });
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+ it('no collision at bx = AX+2 — 1-pixel gap between lit edges', () => {
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+ // A's rightmost lit column is AX+1=21. B's leftmost at bx=AX+2=22. Gap 1 px.
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 2, AY)).toBe(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX + 2, AY)).toBe(false);
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+ });
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+ it('collision fires at bx = AX+1 — lit edges share column AX+1', () => {
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 1, AY)).toBeGreaterThan(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX + 1, AY)).toBe(true);
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+ });
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+ it('AABB (8×8 box) fires 6 pixels before pixel-perfect', () => {
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+ const boxA = { x: AX, y: AY, w: 8, h: 8 };
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+ // AABB says: first overlap at bx=AX+7 (right edge of A box = left edge of B box)
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+ expect(rectsOverlap(boxA, { x: AX + 8, y: AY, w: 8, h: 8 })).toBe(false);
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+ expect(rectsOverlap(boxA, { x: AX + 7, y: AY, w: 8, h: 8 })).toBe(true);
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+ // Pixel-perfect: no lit pixels near each other at bx=AX+7 — false positive
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 7, AY)).toBe(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX + 7, AY)).toBe(false);
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+ });
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+ });
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+ // ── Vertical sweep ────────────────────────────────────────────────────────
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+ // A fixed at (20,20). B sweeps from below (y=30) upward (y=17), same x.
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+ // First contact: by=21 — B row 0 (y=21) meets A row 1 (y=21).
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+ // AABB first contact: by=27. Gap = 6 px.
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+ describe('vertical sweep: B approaches A from below', () => {
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+ const AX = 20, AY = 20;
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+ it('masksOverlap matches brute-force at every pixel step', () => {
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+ for (let by = AY + 10; by >= AY - 3; by--) {
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+ const expected = bruteForce(MASK, AX, AY, MASK, AX, by);
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+ const actual = masksOverlap(MASK, AX, AY, MASK, AX, by) > 0;
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+ if (actual !== expected) {
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+ throw new Error(`by=${by}: masksOverlap=${actual} but brute-force says ${expected}`);
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+ }
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+ }
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+ });
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+ it('no collision at by = AY+2 — 1-pixel gap between lit rows', () => {
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX, AY + 2)).toBe(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX, AY + 2)).toBe(false);
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+ });
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+ it('collision fires at by = AY+1 — lit rows share row AY+1', () => {
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX, AY + 1)).toBeGreaterThan(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX, AY + 1)).toBe(true);
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+ });
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+ it('AABB fires 6 pixels before pixel-perfect', () => {
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+ const boxA = { x: AX, y: AY, w: 8, h: 8 };
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+ expect(rectsOverlap(boxA, { x: AX, y: AY + 8, w: 8, h: 8 })).toBe(false);
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+ expect(rectsOverlap(boxA, { x: AX, y: AY + 7, w: 8, h: 8 })).toBe(true);
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX, AY + 7)).toBe(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX, AY + 7)).toBe(false);
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+ });
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+ });
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+ // ── Diagonal sweep ────────────────────────────────────────────────────────
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+ // A fixed at (20,20). B sweeps along the main diagonal: bx=by=AX+d, d=10→-3.
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+ // First contact: d=1 — corner pixel (AX+1, AY+1) is shared by both sprites.
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+ // At d=2: B's nearest pixel is (AX+2, AY+2) — corner of A is (AX+1, AY+1). Gap.
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+ describe('diagonal sweep: B approaches A from bottom-right', () => {
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+ const AX = 20, AY = 20;
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+ it('masksOverlap matches brute-force at every diagonal step', () => {
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+ for (let d = 10; d >= -3; d--) {
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+ const bx = AX + d, by = AY + d;
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+ const expected = bruteForce(MASK, AX, AY, MASK, bx, by);
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+ const actual = masksOverlap(MASK, AX, AY, MASK, bx, by) > 0;
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+ if (actual !== expected) {
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+ throw new Error(`d=${d} (bx=${bx}, by=${by}): masksOverlap=${actual} but brute-force says ${expected}`);
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+ }
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+ }
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+ });
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+ it('no collision at d=2 — corner pixels are 1 diagonal step apart', () => {
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 2, AY + 2)).toBe(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX + 2, AY + 2)).toBe(false);
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+ });
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+ it('collision fires at d=1 — single corner pixel (AX+1, AY+1) coincides', () => {
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 1, AY + 1)).toBeGreaterThan(0);
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+ expect(bruteForce(MASK, AX, AY, MASK, AX + 1, AY + 1)).toBe(true);
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+ });
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+ });
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+ // ── Overlap count ─────────────────────────────────────────────────────────
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+ // masksOverlap returns a count, not just a boolean. Verify it grows as the
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+ // sprites move deeper into each other.
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+ describe('overlap pixel count increases with penetration depth', () => {
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+ const AX = 20, AY = 20;
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+ it('1 overlapping pixel at first horizontal contact (bx = AX+1)', () => {
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+ // Only column AX+1 is shared (both rows): 2 pixels
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 1, AY)).toBe(2);
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+ });
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+ it('4 overlapping pixels when fully aligned (bx = AX)', () => {
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+ // Complete overlap of the 2×2 regions
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX, AY)).toBe(4);
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+ });
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+ it('single corner pixel at diagonal first contact (d=1)', () => {
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+ // Only (AX+1, AY+1) is shared
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+ expect(masksOverlap(MASK, AX, AY, MASK, AX + 1, AY + 1)).toBe(1);
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+ });
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+ });
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+ // ── Symmetry ──────────────────────────────────────────────────────────────
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+ // masksOverlap(A, B) must equal masksOverlap(B, A) — no directional bias.
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+ describe('symmetry: collision count is order-independent', () => {
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+ it('A→B count equals B→A count for all horizontal positions', () => {
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+ const AX = 20, AY = 20;
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+ for (let bx = AX + 5; bx >= AX - 3; bx--) {
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+ const ab = masksOverlap(MASK, AX, AY, MASK, bx, AY);
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+ const ba = masksOverlap(MASK, bx, AY, MASK, AX, AY);
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+ if (ab !== ba) {
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+ throw new Error(`Asymmetry at bx=${bx}: A→B=${ab}, B→A=${ba}`);
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+ }
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+ }
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+ });
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+ });
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+ });
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+ //# sourceMappingURL=collision.test.js.map
@@ -0,0 +1 @@
1
+ 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@@ -160,6 +160,27 @@ export interface Bitmap {
160
160
  * ]), 16, 24)
161
161
  */
162
162
  export declare function createBitmap(data: Uint8Array, width: number, height: number): Bitmap;
163
+ /**
164
+ * Constructs a {@link Bitmap} from readable pixel rows.
165
+ *
166
+ * Each string represents one bitmap row. `#` and `X` are treated as solid pixels;
167
+ * `.` and space are treated as transparent pixels. All rows must have identical
168
+ * width, and that width must be a positive multiple of 8 so the result is byte-aligned
169
+ * for the normal {@link createBitmap} / {@link drawBitmap} pipeline.
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+ *
171
+ * @example
172
+ * const PLAYER = createBitmapFromRows([
173
+ * '...XX...',
174
+ * '..XXXX..',
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+ * '.XXXXXX.',
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+ * 'XXXXXXXX',
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+ * 'XXXXXXXX',
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+ * '.XXXXXX.',
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+ * '..X..X..',
180
+ * '.XX..XX.',
181
+ * ])
182
+ */
183
+ export declare function createBitmapFromRows(rows: readonly string[]): Bitmap;
163
184
  /**
164
185
  * Draws a {@link Bitmap} of arbitrary width and height at game coordinates `(x, y)`.
165
186
  * If `paper` is provided, fills the full bounding rectangle first; otherwise leaves the
@@ -1 +1 @@
1
- {"version":3,"file":"renderer.d.ts","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,KAAK,aAAa,EAAE,MAAM,cAAc,CAAA;AAiB1D;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,WAAW,CACzB,MAAM,EAAE,iBAAiB,EACzB,KAAK,EAAE,MAAM,EACb,KAAK,SAAM,EACX,MAAM,SAAM,GACX,wBAAwB,CAe1B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,iBAAiB,EAAE,SAAS,SAAI,GAAG,IAAI,CAS3E;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,UAAU,GAAG,UAAU,CAUxD;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,UAAU,CACxB,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,UAAU,EAClB,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,EAAE,aAAa,GACvC,IAAI,CAKN;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAON;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAIN;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EACT,IAAI,EAAE,MAAM,EACZ,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAGN;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,aAAa,CAC3B,GAAG,EAAE,wBAAwB,EAC7B,KAAK,SAAO,GACX,IAAI,CASN;AAID;;;;;;;;;;;;GAYG;AACH,MAAM,WAAW,MAAM;IACrB,kGAAkG;IAClG,IAAI,EAAE,UAAU,CAAA;IAChB,yDAAyD;IACzD,KAAK,EAAE,MAAM,CAAA;IACb,0CAA0C;IAC1C,MAAM,EAAE,MAAM,CAAA;CACf;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAcpF;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,UAAU,CACxB,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,MAAM,EACd,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAClB,KAAK,CAAC,EAAE,aAAa,GACpB,IAAI,CAoBN;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAkBhD;AAID;;;;;;;;;;;;;GAaG;AACH,MAAM,WAAW,OAAO;IACtB,wDAAwD;IACxD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,sDAAsD;IACtD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,6DAA6D;IAC7D,QAAQ,CAAC,IAAI,EAAE,SAAS,aAAa,EAAE,CAAA;IACvC,8EAA8E;IAC9E,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,aAAa,EAAE,CAAA;CAC3C;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,aAAa,CAC3B,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,aAAa,EAAE,EACrB,MAAM,CAAC,EAAE,aAAa,EAAE,GAAG,aAAa,GACvC,OAAO,CA6BT;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,eAAe,CAC7B,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,OAAO,EACd,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GACnB,IAAI,CAmCN;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,OAAO,GAAG,OAAO,CAerD;AAoBD,wBAAgB,WAAW,CACzB,KAAK,EAAE,aAAa,EACpB,KAAK,EAAE,MAAM,EACb,UAAU,EAAE,MAAM,EAClB,UAAU,GAAE,aAAuB,GAClC,IAAI,CA8BN"}
1
+ {"version":3,"file":"renderer.d.ts","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,KAAK,aAAa,EAAE,MAAM,cAAc,CAAA;AAiB1D;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,WAAW,CACzB,MAAM,EAAE,iBAAiB,EACzB,KAAK,EAAE,MAAM,EACb,KAAK,SAAM,EACX,MAAM,SAAM,GACX,wBAAwB,CAe1B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,iBAAiB,EAAE,SAAS,SAAI,GAAG,IAAI,CAS3E;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,UAAU,GAAG,UAAU,CAUxD;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,UAAU,CACxB,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,UAAU,EAClB,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,EAAE,aAAa,GACvC,IAAI,CAKN;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAON;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAIN;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EACT,IAAI,EAAE,MAAM,EACZ,GAAG,EAAE,aAAa,EAAE,KAAK,CAAC,EAAE,aAAa,GACxC,IAAI,CAGN;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,aAAa,CAC3B,GAAG,EAAE,wBAAwB,EAC7B,KAAK,SAAO,GACX,IAAI,CASN;AAID;;;;;;;;;;;;GAYG;AACH,MAAM,WAAW,MAAM;IACrB,kGAAkG;IAClG,IAAI,EAAE,UAAU,CAAA;IAChB,yDAAyD;IACzD,KAAK,EAAE,MAAM,CAAA;IACb,0CAA0C;IAC1C,MAAM,EAAE,MAAM,CAAA;CACf;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAcpF;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,oBAAoB,CAAC,IAAI,EAAE,SAAS,MAAM,EAAE,GAAG,MAAM,CAwCpE;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,UAAU,CACxB,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,MAAM,EACd,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,aAAa,EAClB,KAAK,CAAC,EAAE,aAAa,GACpB,IAAI,CAoBN;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAkBhD;AAID;;;;;;;;;;;;;GAaG;AACH,MAAM,WAAW,OAAO;IACtB,wDAAwD;IACxD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,sDAAsD;IACtD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,6DAA6D;IAC7D,QAAQ,CAAC,IAAI,EAAE,SAAS,aAAa,EAAE,CAAA;IACvC,8EAA8E;IAC9E,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,aAAa,EAAE,CAAA;CAC3C;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,aAAa,CAC3B,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,MAAM,EACZ,IAAI,EAAE,aAAa,EAAE,EACrB,MAAM,CAAC,EAAE,aAAa,EAAE,GAAG,aAAa,GACvC,OAAO,CA6BT;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,eAAe,CAC7B,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,OAAO,EACd,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GACnB,IAAI,CAmCN;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,OAAO,GAAG,OAAO,CAerD;AAoBD,wBAAgB,WAAW,CACzB,KAAK,EAAE,aAAa,EACpB,KAAK,EAAE,MAAM,EACb,UAAU,EAAE,MAAM,EAClB,UAAU,GAAE,aAAuB,GAClC,IAAI,CA8BN"}
package/dist/renderer.js CHANGED
@@ -222,6 +222,59 @@ export function createBitmap(data, width, height) {
222
222
  }
223
223
  return { data, width, height };
224
224
  }
225
+ /**
226
+ * Constructs a {@link Bitmap} from readable pixel rows.
227
+ *
228
+ * Each string represents one bitmap row. `#` and `X` are treated as solid pixels;
229
+ * `.` and space are treated as transparent pixels. All rows must have identical
230
+ * width, and that width must be a positive multiple of 8 so the result is byte-aligned
231
+ * for the normal {@link createBitmap} / {@link drawBitmap} pipeline.
232
+ *
233
+ * @example
234
+ * const PLAYER = createBitmapFromRows([
235
+ * '...XX...',
236
+ * '..XXXX..',
237
+ * '.XXXXXX.',
238
+ * 'XXXXXXXX',
239
+ * 'XXXXXXXX',
240
+ * '.XXXXXX.',
241
+ * '..X..X..',
242
+ * '.XX..XX.',
243
+ * ])
244
+ */
245
+ export function createBitmapFromRows(rows) {
246
+ if (rows.length === 0) {
247
+ throw new Error('createBitmapFromRows: rows must not be empty');
248
+ }
249
+ const height = rows.length;
250
+ const width = rows[0].length;
251
+ if (width === 0) {
252
+ throw new Error('createBitmapFromRows: row width must be positive');
253
+ }
254
+ if (width % 8 !== 0) {
255
+ throw new Error(`createBitmapFromRows: row width must be a positive multiple of 8, got ${width}`);
256
+ }
257
+ const bytesPerRow = width / 8;
258
+ const data = new Uint8Array(bytesPerRow * height);
259
+ for (let row = 0; row < height; row++) {
260
+ const line = rows[row];
261
+ if (line.length !== width) {
262
+ throw new Error(`createBitmapFromRows: row ${row} length mismatch — expected ${width}, got ${line.length}`);
263
+ }
264
+ for (let col = 0; col < width; col++) {
265
+ const ch = line[col];
266
+ if (ch === '.' || ch === ' ')
267
+ continue;
268
+ if (ch !== '#' && ch !== 'X') {
269
+ throw new Error(`createBitmapFromRows: invalid pixel '${ch}' at row ${row}, col ${col}; ` +
270
+ 'use #/X for solid and ./space for transparent');
271
+ }
272
+ const byteIdx = row * bytesPerRow + Math.floor(col / 8);
273
+ data[byteIdx] |= 0x80 >> (col % 8);
274
+ }
275
+ }
276
+ return createBitmap(data, width, height);
277
+ }
225
278
  /**
226
279
  * Draws a {@link Bitmap} of arbitrary width and height at game coordinates `(x, y)`.
227
280
  * If `paper` is provided, fills the full bounding rectangle first; otherwise leaves the
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "zx-kit",
3
- "version": "0.22.0",
3
+ "version": "0.23.0",
4
4
  "repository": {
5
5
  "type": "git",
6
6
  "url": "https://github.com/zrebec/zx-kit.git"